Swing tag game

ABSTRACT

A swing tag game has: a first swing support supporting a first seat for a first player; a middle module comprising a middle module emitter and a middle module receiver; first player inputs including a first player middle module first control corresponding to an attack; a second swing support supporting a second seat for a second player; second player inputs including a second player middle module first control corresponding to an attack; an attack defense resolution; and an indication output such as lights, sound or vibration. The middle module can be formed as a glove gun. The middle module can be formed as a sleeve and the middle module can be for indicating a successful hit.

FIELD OF THE INVENTION

The present invention is in the field of play swing games.

DISCUSSION OF RELATED ART

Children have played on swing sets for centuries. A variety of playswing games have been created to modify the basic swing activity so asto have an additional gameplay while swinging.

Interactive play has included games such as adding water and waterballoons as described in United States patent application publication2005/0049055 to Publicover published Mar. 3, 2005. Publicover describesa play swing with safety harness and water targets and water soakingapparatus.

A variety of different electronic infrared tag games have been devisedwhere the goal is to tag specified targets by shooting at targets usingan infrared-emitting targeting device. For example, in U.S. Pat. No.6,302,796, issued Oct. 16, 2001, inventor Steven Lebensfeld et al.describes a tag playing device where each player is equipped with an IRemitter, IR detector, and an audio or visual device, the disclosure ofwhich is incorporated herein by reference. In such a game, a playertargets one another and shoots the other person with their infraredemitting device.

In United States Patent 2002/0111201, issued Aug. 15, 2002, inventorBrook W. Lang invents a laser tag game system in which every infraredemitting shot is recorded by a central computer device, the disclosureof which is incorporated herein by reference. In addition, the locationof each player holding an infrared emitting device is logged into thecentral computer as well.

In United States Patent 2009/0005196, issued Jan. 1, 2009, inventorJames J. Kessler et al. creates a game involving people on a game courtin bumper vehicles, the disclosure of which is incorporated herein byreference. Added to this, he involves the idea of having a tag stylegame in such playing field.

In U.S. Pat. No. 7,846,028, issued Dec. 7, 2010, inventor David B. Smallet al. describes a laser tag game where previous game play experiencesessions are stored in its memory, the disclosure of which isincorporated herein by reference. With more stored experience, a playeris allowed to advance in level, or in other words, their shootingmechanism will become upgraded with more capabilities.

SUMMARY OF THE INVENTION

A swing tag game has: a first swing support supporting a first seat fora first player; a middle module comprising a middle module emitter and amiddle module receiver; first player inputs including a first playermiddle module first control corresponding to an attack; a second swingsupport supporting a second seat for a second player; second playerinputs including a second player middle module first controlcorresponding to an attack; an attack defense resolution; and anindication output such as lights, sound or vibration. The middle modulecan be formed as a glove gun. The middle module can be formed as asleeve and the middle module can be for indicating a successful hit.

The indication output may include a light and sound. The indicationoutput includes a game score. An upper module has an upper module lightfor indicating a successful hit. A reticle is connected to the firstswing support for providing a line of sight for aiming. A lower modulehas a lower module receiver.

The swing tag game may have a lower module light for indicating asuccessful hit. The swing tag game may also have a middle module secondcontrol. The middle module can be secured to the first swing support.The e middle module is formed as a glove gun. The middle module isformed as a sleeve for indicating a successful hit. The indicationoutput includes a light and sound. The indication output includes a gamescore. The upper module light may provide an additional target. Thereticle can be connected to the first swing support for providing a lineof sight for aiming. The second swing support supports a second seat andplayer two inputs can be mounted to the second swing supports. Themiddle module is formed as a glove gun, and the indication outputincludes a light and sound. The indication output includes a game scoreand includes an upper module light for providing an additional target.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a diagram of a first player aiming at a second player.

FIG. 2 is a diagram of a first player and equipment related to the firstplayer.

FIG. 3 is a flow chart of input and output processing for the processor.

FIG. 4 is a diagram of a rock paper scissors game structure.

FIG. 5 is a diagram of a high and low stance defense game structure.

FIG. 6 is a diagram of a dodge and ready stance defense game structure.

FIG. 7 is a diagram of a game target.

FIG. 8 is a side view of the supplemental game target.

FIG. 9 is an alternate embodiment of a glove gun having a soft wriststrap and rounded body with a button activator and mounted speaker withlight.

The following call out list of elements can be a useful guide inreferencing the call out numbers of the drawings.

-   11 Swing Support-   12 Swing Seat-   13 First Player-   14 Second Player-   15 Ground-   20 Middle Module-   21 Middle Module Gun-   22 Middle Module Sleeve Cavity-   23 Middle Module Gun Cavity-   24 Middle Module Gun Emitter-   25 Middle Module Side Emitter-   26 Middle Module Side Receiver-   27 Middle Module First Control-   28 Middle Module Second Control-   29 Middle Module Control Face-   31 Glove Gun-   32 Glove-   33 Finger Cavity Of Glove Gun-   34 Glove Emitter-   40 Lower Module-   42 Lower Module Sleeve Cavity-   45 Lower Module Side Emitter-   46 Lower Module Side Receiver-   47 Lower Module First Control-   48 Lower Module Second Control-   49 Lower Module Control Face-   51 Swing Support Wiring-   52 Swing Seat Wiring-   152 Reticle-   154 Line Of Sight-   53 Upper Module Game Target-   54 Upper Module Receiver Shield-   55 Upper Module Receiver-   56 Upper Module Light-   57 Upper Module Display Indicator-   58 Upper Module Opaque Layer-   59 Upper Module Translucent Layer-   88 Middle Attack Control-   188 Middle Defense Control-   288 Lower Attack Control-   388 Lower Defense Control-   888 Glove Trigger-   101 Player One Input-   102 Player One Attack-   103 Player One Defense-   201 Player Two Input-   202 Player Two Attack-   203 Player Two Defense-   301 Attack Defense Resolution-   400 Indication Output-   401 Lights-   402 Speakers-   403 Vibration-   404 Can Score-   311 Rock-   312 Paper-   313 Scissor-   314 High Stance-   315 Low Stance-   316 Dodge Stance-   317 Ready Stance

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

Generally, a swing has a pair of swing supports 11 supported by a seat12 suspended above the ground 15. FIG. 1 shows a player 13 sitting onthe swing seat. The first player can play against a second player 14.

The pair of players can interact with each other by a tag gameelectronically implemented using one or more modules that emit andreceive radiation such as infrared radiation or radio waves. A middlemodule 20 provides a middle module gun 21 for shooting at the middlemodule of the other player. The middle module also has a middle moduleside emitter for shooting at the middle module of the other player. Themiddle module also has a sleeve cavity 22 that allows in the middlemodule to fit over and retain to the swing support. The middle modulecan be made of a plastic injection molded plastic housing or it can be afabric wrapped around the swing support.

The middle module gun cavity 23 allows the middle module gun to beconnected to a middle module side emitter 25. The middle module guncavity can also fit over a finger of glove 32.

The middle module has a middle module gun emitter 24 and a middle modulegun receiver 25. The middle module side receiver 26 receives a wirelesssignal from the middle module gun emitter 24 or the middle module sideemitter 25. The wireless signal can be an infrared beam having acalibrated angle of dispersion such as 5°. The infrared emitter can below power DC voltage operating on only 5V. The middle module sidereceiver can be formed as a circular element on an outside surface ofthe middle module 20.

The middle module is preferably located at approximately arms lengthfrom the user in a comfortable position to allow the user handmanipulation of the middle module controls. The middle module controlscan be implemented as a middle module first control 27 and a middlemodule second control 28. The middle module first control 27 and themiddle module second control 28 can be formed as buttons or switches.When formed as buttons, the buttons can be mechanical, membrane orcapacitance sensing switches. The controls may include assigning themiddle module first control as a power switch and assigning the middlemodule second control as a game reset switch. The controls can also beassigned to so that the reset requires pressing both the middle modulefirst control 27 and the middle module second control 28 buttonssimultaneously and holding them down for three seconds. The middlemodule second control could be used for changing games by cyclingthrough them.

The middle module has a middle module control face 29. The middle modulecontrol face allows a player to play the game using player controls. Theplayer controls include at least one attack switch and one defenseswitch. For example, a middle attack control 88 can be formed as anattack button and a middle defense control 188 can be formed as adefense button. When the attack button is pressed, the user sends anattack input to the game logic processor. When the defense button ispressed, the user sends a defense input to the game logic processor. Thefunctionality of the attack button and the defense button can be variedin a number of ways to implement different types of games.

In the simplest type of tag game, the first player tries to tag thesecond player, and then the second player tries to tag back the firstplayer. The first player could tag the second player using either theglove gun 31 mounted on the glove 32 by depressing the glove trigger 888with a finger such as a thumb. The glove gun 31 may include a speaker toprovide an audible indicator of the player that is currently ‘it’. Theglove gun 31 fits over a finger such as an index finger because theglove gun 31 has a finger cavity 33. The finger cavity can be formed asa plastic injection molded member or can also be made as a fabric sleevehaving elastic. The first player aims at the second player by pointingthe finger having the glove emitter 34. The first player points a fingerand then presses the glove trigger 888 to activate the beam. The beamattack may include a sound effect that lasts for a predetermined timesuch as a second after which the beam attack then becomes inactive forcooldown of a predetermined time such as a second. The middle moduleside receiver is a target that registers a successful hit which may havea variety of different game effects.

The lower module 40 can be used in conjunction with the middle module,or the middle module can be used by itself. The lower module provides asecondary target as well as a secondary emitter. The lower module mayhave a similar structure as the middle module. The lower module mayinclude a lower module sleeve cavity 42 for wrapping around and securingto the swing support 11. If the swing support 11 is made of a chain, thelower module sleeve cavity could be an elastic fabric. The lower modulemay also have a lower module side emitter 45. To allow a user to retaingrip on the swing supports, the lower module side emitter 45 can havelinked firing with the middle module side emitter 25 such that a usermay depress either the middle attack control 88 or the lower attackcontrol 288. Both the lower module attack control 288 and the lowermodule defense control 388 are preferably mounted to a lower modulecontrol face 49.

The lower module preferably includes a lower module first control 47 andthe lower module second control 48. The lower module first control 47can be used for cycling between a linked firing mode and a regularfiring mode. The lower module second control 48 could be used forresetting the game. Alternatively, linked firing control could also becontrolled by the middle module first or second control.

The lower module controls can also be for game management and thereforeswitched with the upper module controls so that the controls may includeassigning the lower module first control as a power switch and assigningthe lower module second control as a game reset switch. The lower modulecontrols can also be assigned to so that the reset requires pressingboth the lower module first control and the lower module second controlbuttons simultaneously and holding them down for three seconds. Thelower module second control could be used for changing games by cyclingthrough them.

The finger cavity 33 of the glove gun does not necessarily envelop thefinger and the finger cavity 33 can be made in a semi-open configurationwith a top extension and lower extension similar to a finger splint. Atop extension and lower extension can be connected to and sandwichedaround a finger by being connected to the glove, or by an elastic strapor by multiple means.

An electronic circuit central processing unit such as a processor orelectronic circuit can provide game resolution. First player inputs 101and second player inputs 201 most commonly provide for a first playerattack 102 and a first player defense 103. A processor can receive firstplayer inputs 101 as well as second player inputs 201. The second playerinputs also include a second player attack 202 and a second playerdefense 203. The player inputs are received by an attack defenseresolution processing unit 301 which produces an indication output 400which can control a variety of visual and audio indicators such aslights 401, speakers 402, vibration 403, or output of a game score 404.

A processor can be configured to provide a variety of different attackand defense combinations. A circuit acting as a processor can provide anattack defense resolution. In the simplest form, the attack defenseresolution has no defense except for when the attack physically missesthe receiver. The simplest form provides only for an attack with no ingame defense beyond that of physical dodging. More complicated defensescan be devised by providing an in game defense. A variety of differentdefenses can be used. For example, as shown in FIG. 3, the defensebutton can be used for alternating between defense modes, namely a rock311 mode, a paper 312 mode, a scissors 313 mode. Rock beats scissorswhich beats paper which beats the rock. When three defense modes arebeing used, a user can switch between the different modes by cyclingthrough them. A user can press the defense button to switch from a rockmode to a scissors mode for example. When they first player defense modeis in paper mode, the first player can be attacked by the second playerif the second player is a scissors mode. If the second player is in rockmode, the first player can attack the second player, but the secondplayer cannot attack the first player. The three defense modes are aclassic example of dynamic balance but not equivalent defense stances.Players can be assigned different values of attack depending upon theirdefense mode. For example, a player in rock mode can be given a longerbeam activation firing with a longer cool down. Also, minimum time forchanging between the different modes can be set to a limit of apredetermined time such as 10 seconds before the defense change modebutton is active again. Players can optionally be allowed to attackwhile in the same mode or not attack while in the same mode.

In another configuration of the processor for attack and defensecombinations, a high and low stance structure as seen in FIG. 4 can beadopted. The high and low stance can be implemented in two ways. A firstway is to require the same stance for attack. For example, a high stance314 is a first defense mode that is different than a low stance 315which is set in defense mode. A player in a high stance 314 can attackanother player in a high stance, and a player in a low stance can attackanother player in a low stance. A player in a high stance cannot attackanother player in a low stance and a player in a low stance cannotattack another player in a high stance. The requirement of being in thesame stance for attack may be reflected in activating the modules.

A second way to implement a high and low stance defense configuration isto allow the user to toggle the defensive stance using the defensebutton on the middle module. In a high stance configuration, the playeris only vulnerable on the middle module side receiver, and in a lowstance configuration, the player is only vulnerable on the lower moduleside receiver. The lower module side receiver 46 and the middle moduleside receiver 26 can both have an LED light 401 mounted to it so that itlights when vulnerable and flashes when hit. Also, the lower module sideemitter 45 and the middle module side emitter 25 can both have speakers402 mounted to them so that they make a sound when firing or when thereceivers are hit.

In another configuration of the processor for a tax and defensecombinations, a dodge stance 316 can be distinguished from a readystance 317. The dodge stance 316 may be a temporary state that isactivated when the first or second player presses the defense button.The pressing of the defense button can put the player into a dodgestance where the player cannot attack, but that player is also notvulnerable for a set amount of time such as 3 seconds. The dodgecapability can be available for a set amount of time such as every 20seconds. This allows players to dodge without physically moving theirtorso or the balance of the swing.

The different features from the three different configurations for theprocessor for attack and defense combinations can be combined such asproviding a dodge stance for two seconds 316 after a user changes fromrock mode 311 to scissors mode 313.

The swing set can also include a reticle 152 to assist in aiming at anopponent. The reticle can be mounted to the swing set support orotherwise connected so that a line of sight 154 is provided to thetargeting user. The reticle can be height adjusted by moving up and downthe swing set support. The reticle can be adjusted upwards or downwardsalso to allow targeting of an upper module game target. The upper modulegame target can be a target instead of the middle module. The uppermodule game target 53 may further include an upper module receivershield 54 that can be moved upward or downward depending upon theconnection required. The upper module game target 53 may also include aclip. The upper module game target receiver shield 53 can be fullytransparent or partially transparent to the infrared beam. The uppermodule receiver shield can be moved up or down to provide a handicap fora taller player when aiming at the upper module receiver 55. The uppermodule further includes an upper module light 56 for indicating asuccessful hit. The upper module also has an upper module displayindicator 57 that can display a score or game status. Preferably, theupper module light 56 flashes when hit. The upper module displayindicator 57 can also be lighted or partially lighted by the uppermodule light 56. The upper module preferably includes an upper moduletranslucent layer 59 that partially lights up when the upper modulelight 56 lights up. The upper module translucent layer is preferably inthe shape of a target which can be in the shape of a spider or insect sothat it has good contrast against the upper module opaque layer 58.

FIG. 9 is an alternate embodiment of a glove gun having an orb body 60with soft wrist strap 61 and a button activator for user input 101, 201and mounted speaker 402 with light 401.

While the presently preferred form of the system has been shown anddescribed, and several modifications discussed, persons skilled in thisart will readily appreciate that various additional changes andmodifications may be made without departing from the spirit of theinvention, as defined and differentiated by the following claims. Forexample, the game could include experience points where with more storedexperience a player is allowed to advance in level to upgrade theirshooting device with more capabilities.

The invention claimed is:
 1. A swing tag game apparatus comprising: a. afirst swing support supporting a first seat for a first player; b. amiddle module comprising a middle module emitter and a middle modulereceiver, wherein the middle module is attached to the first swingsupport; c. a first player middle module first control located on themiddle module, wherein the first player middle module control isconfigured to receive first player inputs, and wherein the first playerinputs is including a first player middle module first controlcorresponding to an attack; d. a second swing support supporting asecond seat for a second player; e. a second player middle module firstcontrol, wherein the second player middle module control is configuredto receive second player inputs including a second player middle modulefirst control corresponding to an attack; f. an attack defenseresolution; g. an indication output located on the swing tag gameapparatus.
 2. The swing tag game apparatus of claim 1, wherein themiddle module is formed as a glove gun.
 3. The swing tag game apparatusof claim 1, wherein the middle module is formed as a sleeve forindicating a successful hit.
 4. The swing tag game apparatus of claim 1,wherein the indication output includes a light and sound.
 5. The swingtag game apparatus of claim 1, wherein the indication output includes agame score.
 6. The swing tag game apparatus of claim 1, furthercomprising: an upper module with an upper module light for indicating asuccessful hit.
 7. The swing tag game apparatus of claim 1, furthercomprising: a reticle connected to the first swing support for providinga line of sight for aiming.
 8. The swing tag game apparatus of claim 1,further comprising: a lower module which has a lower module receiver. 9.The swing tag game apparatus of claim 1, further comprising: a lowermodule light for indicating a successful hit.
 10. The swing tag gameapparatus of claim 1, further comprising a middle module second control.11. The swing tag game apparatus of claim 1, wherein the middle moduleis secured to the first swing support.
 12. The swing tag game apparatusof claim 11, wherein the middle module is formed as a glove gun.
 13. Theswing tag game apparatus of claim 11, wherein the middle module isformed as a sleeve for indicating a successful hit.
 14. The swing taggame apparatus of claim 11, wherein the indication output includes alight and sound.
 15. The swing tag game apparatus of claim 11, whereinthe indication output includes a game score.
 16. The swing tag gameapparatus of claim 11, further comprising: an upper module light forproviding an additional target.
 17. The swing tag game apparatus ofclaim 11, further comprising: a reticle connected to the first swingsupport for providing a line of sight for aiming.
 18. The swing tag gameapparatus of claim 11, further comprising a second swing supportsupporting a second seat; and player two inputs.
 19. The swing tag gameapparatus of claim 11, wherein the middle module is formed as a glovegun, wherein the indication output includes a light and sound, whereinthe indication output includes a game score and further comprising: anupper module light for providing an additional target.